namespace = cr_wol_hunting

character_event = {
	id = cr_wol_hunting.1
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
			10 = { character_event = { id = cr_wol_hunting.10 } }
			10 = { character_event = { id = cr_wol_hunting.11 } }
			10 = { character_event = { id = cr_wol_hunting.12 } }
			10 = { character_event = { id = cr_wol_hunting.13 } }
			10 = { character_event = { id = cr_wol_hunting.14 } }
			10 = { character_event = { id = cr_wol_hunting.15 } }
			10 = { character_event = { id = cr_wol_hunting.16 } }
			10 = { character_event = { id = cr_wol_hunting.17 } }
			10 = { character_event = { id = cr_wol_hunting.18 } }
			10 = { character_event = { id = cr_wol_hunting.19 } }
			10 = { character_event = { id = cr_wol_hunting.20 } }
			10 = { character_event = { id = cr_wol_hunting.21 } }
			10 = { character_event = { id = cr_wol_hunting.22 } }
			10 = { character_event = { id = cr_wol_hunting.23 } }
			10 = { character_event = { id = cr_wol_hunting.24 } }
		}
	}
}

long_character_event = {
	id = cr_wol_hunting.10
	title = CR_WOL_HUNTING_10_TITLE
	desc = CR_WOL_HUNTING_10_DESC
	picture = GFX_cr_evt_hunting_scene
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_10_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 add_character_modifier = { name = cr_wol_hunting_vigor duration = 180 } }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_10_B
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 15 piety = 5 }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_10_C
		prestige = 5
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.11
	title = CR_WOL_HUNTING_11_TITLE
	desc = CR_WOL_HUNTING_11_DESC
	picture = GFX_cr_evt_hunt
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_11_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 40 }
		else = { prestige = -15 random_list = { 35 = { add_trait = wounded } 65 = { } } }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_11_B
		cr_wol_roll_intrigue = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_11_C
		prestige = -5
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.12
	title = CR_WOL_HUNTING_12_TITLE
	desc = CR_WOL_HUNTING_12_DESC
	picture = GFX_cr_evt_hunting_scene
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_12_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 30 }
		else = { random_list = { 25 = { add_trait = wounded } 75 = { prestige = -10 } } }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_12_B
		cr_wol_roll_stewardship = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } wealth = 10 prestige = 10 }
		else = { wealth = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_12_C
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } piety = 10 }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.13
	title = CR_WOL_HUNTING_13_TITLE
	desc = CR_WOL_HUNTING_13_DESC
	picture = GFX_cr_evt_hunting_scene
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_13_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_13_B
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 20 }
		else = { wealth = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_13_C
		wealth = -10
		prestige = 10
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.14
	title = CR_WOL_HUNTING_14_TITLE
	desc = CR_WOL_HUNTING_14_DESC
	picture = GFX_cr_evt_hunt
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_14_A
		cr_wol_roll_diplomacy = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 20 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_14_B
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { random_list = { 20 = { add_trait = wounded } 80 = { prestige = -5 } } }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_14_C
		wealth = -5
		prestige = 5
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.15
	title = CR_WOL_HUNTING_15_TITLE
	desc = CR_WOL_HUNTING_15_DESC
	picture = GFX_cr_evt_bandits
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_15_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_15_B
		cr_wol_roll_diplomacy = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } piety = 10 prestige = 10 }
		else = { wealth = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_15_C
		cr_wol_roll_intrigue = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } wealth = 20 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.16
	title = CR_WOL_HUNTING_16_TITLE
	desc = CR_WOL_HUNTING_16_DESC
	picture = GFX_cr_evt_mysterious_forest
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_16_A
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 20 }
		else = { add_trait = stressed }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_16_B
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_16_C
		wealth = -10
		prestige = 5
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.17
	title = CR_WOL_HUNTING_17_TITLE
	desc = CR_WOL_HUNTING_17_DESC
	picture = GFX_cr_evt_bad_news
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_17_A
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } piety = 15 prestige = 10 }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_17_B
		cr_wol_roll_stewardship = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } wealth = -5 prestige = 15 }
		else = { wealth = -15 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_17_C
		prestige = -10
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.18
	title = CR_WOL_HUNTING_18_TITLE
	desc = CR_WOL_HUNTING_18_DESC
	picture = GFX_cr_evt_hunt
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_18_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 30 }
		else = { prestige = -15 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_18_B
		cr_wol_roll_diplomacy = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 20 }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_18_C
		cr_wol_roll_intrigue = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { prestige = -20 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.19
	title = CR_WOL_HUNTING_19_TITLE
	desc = CR_WOL_HUNTING_19_DESC
	picture = GFX_cr_evt_mysterious_forest
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_19_A
		cr_wol_roll_stewardship = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 15 }
		else = { wealth = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_19_B
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } piety = 10 }
		else = { add_trait = stressed }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_19_C
		add_character_modifier = { name = cr_wol_hunting_vigor duration = 90 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.20
	title = CR_WOL_HUNTING_20_TITLE
	desc = CR_WOL_HUNTING_20_DESC
	picture = GFX_cr_evt_feast
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_20_A
		cr_wol_roll_diplomacy = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_20_B
		cr_wol_roll_stewardship = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } wealth = 15 }
		else = { wealth = -15 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_20_C
		wealth = -10
		prestige = 15
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.21
	title = CR_WOL_HUNTING_21_TITLE
	desc = CR_WOL_HUNTING_21_DESC
	picture = GFX_cr_evt_rider_adventure
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_21_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 30 }
		else = { random_list = { 20 = { add_trait = wounded } 80 = { prestige = -10 } } }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_21_B
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 20 }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_21_C
		prestige = -5
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.22
	title = CR_WOL_HUNTING_22_TITLE
	desc = CR_WOL_HUNTING_22_DESC
	picture = GFX_cr_evt_mysterious_forest
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_22_A
		cr_wol_roll_martial = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 40 piety = 10 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_22_B
		cr_wol_roll_learning = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } piety = 25 }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_22_C
		prestige = 10
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.23
	title = CR_WOL_HUNTING_23_TITLE
	desc = CR_WOL_HUNTING_23_DESC
	picture = GFX_cr_evt_hunt
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_23_A
		cr_wol_roll_diplomacy = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 20 }
		else = { prestige = -10 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_23_B
		cr_wol_roll_intrigue = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { prestige = -15 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_23_C
		prestige = -5
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}

long_character_event = {
	id = cr_wol_hunting.24
	title = CR_WOL_HUNTING_24_TITLE
	desc = CR_WOL_HUNTING_24_DESC
	picture = GFX_cr_evt_lovers
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_WOL_HUNTING_24_A
		cr_wol_roll_diplomacy = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 20 add_character_modifier = { name = cr_wol_social_momentum duration = 180 } }
		else = { prestige = -5 }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_24_B
		cr_wol_roll_intrigue = yes
		if = { limit = { has_character_flag = cr_wol_action_succeeded } prestige = 25 }
		else = { add_trait = stressed }
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
	option = {
		name = CR_WOL_HUNTING_24_C
		piety = 5
		prestige = 5
		cr_wol_complete_hunting = yes
		cr_wol_clear_roll = yes
	}
}
